14 (17 with mage armor)
102 (12d8 + 48)
30 ft.
Con +8, Wis +7, Cha +9
Deception +9, Intimidation +9, Perception +7, Persuasion +9
darkvision 60 ft.
Common, Sylvan, Elvish
12
Shady Slim's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). He can innately cast the following spells, requiring no components • At will: locate object, detect thoughts, tongues • 3/Day each: counterspell, darkness, dispel magic, faerie fire, fear, mage armor, misty step, shield • 1/Day each: dominate person, legend lore, locate creature, modify memory, suggestion, wall of force
Shady Slim has advantage on saving throws against spells and other magical effects.
While in dim light or darkness, Shady Slim can take the Hide action as a bonus action.
Shady Slim makes three melee attacks.
Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage.
Shady Slim can use an action on his turn to target one creature within 90 feet of him. If the target can see Shady Slim, the target must succeed on a DC 17 Wisdom saving throw or take 17 (5d6) force damage. If the target makes a successful saving throw, they are immune to Slim's gaze for 24 hours.